Animation, Embodiment, and Digital Media

Animation, Embodiment, and Digital Media

Author: K. Chow

Publisher: Springer

Published: 2013-09-20

Total Pages: 283

ISBN-13: 1137283084

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Animation, Embodiment and Digital Media articulates the human experience of technology-mediated animated phenomena in terms of sensory perception, bodily action and imaginative interpretation, suggesting a new theoretical framework with analyses of exemplary user interfaces, video games and interactive artworks.


Affect and Embodied Meaning in Animation

Affect and Embodied Meaning in Animation

Author: Sylvie Bissonnette

Publisher: Routledge

Published: 2019-03-11

Total Pages: 504

ISBN-13: 1351054449

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This book combines insights from the humanities and modern neuroscience to explore the contribution of affect and embodiment on meaning-making in case studies from animation, video games, and virtual worlds. As we interact more and more with animated characters and avatars in everyday media consumption, it has become vital to investigate the ways that animated environments influence our perception of the liberal humanist subject. This book is the first to apply recent research on the application of the embodied mind thesis to our understanding of embodied engagement with nonhumans and cyborgs in animated media, analyzing works by Émile Cohl, Hayao Miyazaki, Tim Burton, Norman McLaren, the Quay Brothers, Pixar, and many others. Drawing on the breakthroughs of modern brain science to argue that animated media broadens the viewer’s perceptual reach, this title offers a welcome contribution to the growing literature at the intersection of cognitive studies and film studies, with a perspective on animation that is new and original. ‘Affect and Embodied Meaning in Animation’ will be essential reading for researchers of Animation Studies, Film and Media Theory, Posthumanism, Video Games, and Digital Culture, and will provide a key insight into animation for both undergraduate and graduate students. Because of the increasing importance of visual effect cinema and video games, the book will also be of keen interest within Film Studies and Media Studies, as well as to general readers interested in scholarship in animated media.


Human-Computer Interaction - INTERACT 2017

Human-Computer Interaction - INTERACT 2017

Author: Regina Bernhaupt

Publisher: Springer

Published: 2017-09-19

Total Pages: 562

ISBN-13: 3319677446

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The four-volume set LNCS 10513—10516 constitutes the proceedings of the 16th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2017, held in Mumbai, India, in September 2017. The total of 68 papers presented in these books was carefully reviewed and selected from 221 submissions. The contributions are organized in topical sections named: Part I: adaptive design and mobile applications; aging and disabilities; assistive technology for blind users; audience engagement; co-design studies; cultural differences and communication technology; design rationale and camera-control. Part II: digital inclusion; games; human perception, cognition and behavior; information on demand, on the move, and gesture interaction; interaction at the workplace; interaction with children. Part III: mediated communication in health; methods and tools for user interface evaluation; multi-touch interaction; new interaction techniques; personalization and visualization; persuasive technology and rehabilitation; and pointing and target selection.


Handbook of Research on Deconstructing Culture and Communication in the Global South

Handbook of Research on Deconstructing Culture and Communication in the Global South

Author: Okocha, Desmond Onyemechi

Publisher: IGI Global

Published: 2023-07-10

Total Pages: 519

ISBN-13: 1668480956

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There are inequalities in global knowledge production in communication outlets, cultural practices, and governance problems. Under this symbiotic relationship, they reinforce the cultural ideas, values, and governance systems operating in the Western countries as an ideal and role model for the Global South countries. Media is regarded as the agent of change for communication and cultural values. Indigenous knowledge production and dissemination is an essential feature to get a better insight into Global South countries. Likewise, dewesternizing and demystifying societal culture and governance issues are pertinent in this age of information. The Handbook of Research on Deconstructing Culture and Communication in the Global South focuses on local production practices keeping in view the local needs of communication outlets and societal and cultural sensitivities. This Indigenous knowledge would provide deeper and richer insights into the problems and sensitivities of Global South countries. To achieve this end, this book adopts a broader approach encompassing development issues, democratic values, digitalization practices, gender equality issues, and more. Covering topics such as biocultural activism, language ideology, and religiocentrism, this major reference work is a valuable resource for graduate students, sociologists, government officials, students and educators of higher education, librarians, development organization leaders, religious scholars, policymakers, researchers, and academicians.


The Flesh of Animation

The Flesh of Animation

Author: Sandra Annett

Publisher: U of Minnesota Press

Published: 2024-04-30

Total Pages: 243

ISBN-13: 1452971161

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How animation can reconnect us with bodily experiences Film and media studies scholarship has often argued that digital cinema and CGI provoke a sense of disembodiment in viewers; they are seen as merely fantastic or unreal. In her in-depth exploration of the phenomenology of animation, Sandra Annett offers a new perspective: that animated films and digital media in fact evoke vivid embodied sensations in viewers and connect them with the lifeworld of experience. Starting with the emergence of digital technologies in filmmaking in the 1980s, Annett argues that contemporary digital media is indebted to the longer history of animation. She looks at a wide range of animation—from Disney films to anime, electro swing music videos to Vocaloids—to explore how animation, through its material forms and visual styles, can evoke bodily sensations of touch, weight, and orientation in space. Each chapter discusses well-known forms of animation from the United States, France, Japan, South Korea, and China, examining how they provoke different sensations in viewers, such as floating and falling in Howl’s Moving Castle and My Beautiful Girl Mari, and how the body is mediated in films that combine animation and live action, as seen in Who Framed Roger Rabbit and Song of the South. These films set the stage for an exploration of how animation and embodiment manifest in contemporary global media, from CGI and motion capture in Disney’s “live action remakes” to new media installations by artists like Lu Yang. Leveraging an array of case studies through a new approach to film phenomenology, The Flesh of Animation offers an enlightening discussion of why animation provides a sensational experience for viewers not replicable through other media forms.


Toy Story

Toy Story

Author: Susan Smith

Publisher: Bloomsbury Publishing USA

Published: 2018-01-25

Total Pages: 257

ISBN-13: 1501324918

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A collection of original essays on Toy Story, exploring its themes, techniques, and cultural significance.


Interactive Digital Narrative

Interactive Digital Narrative

Author: Hartmut Koenitz

Publisher: Routledge

Published: 2015-04-10

Total Pages: 427

ISBN-13: 1317668677

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The book is concerned with narrative in digital media that changes according to user input—Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future directions in this multi-disciplinary field that includes humanities-based and computational perspectives. It assembles the voices of leading researchers and practitioners like Janet Murray, Marie-Laure Ryan, Scott Rettberg and Martin Rieser. In three sections, it covers history, theoretical perspectives and varieties of practice including narrative game design, with a special focus on changes in the power relationship between audience and author enabled by interactivity. After discussing the historical development of diverse forms, the book presents theoretical standpoints including a semiotic perspective, a proposal for a specific theoretical framework and an inquiry into the role of artificial intelligence. Finally, it analyses varieties of current practice from digital poetry to location-based applications, artistic experiments and expanded remakes of older narrative game titles.


Radical Poetry

Radical Poetry

Author: Eduardo Ledesma

Publisher: SUNY Press

Published: 2016-11-02

Total Pages: 360

ISBN-13: 1438462018

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Engages in a critical reanalysis of historical Ibero-American experimental poetry in order to demonstrate how the contemporary digital vanguard owes much to this tradition. With a broad geographic and linguistic sweep covering more than one hundred years of poetry, this book investigates the relationships between and among technology, aesthetics, and politics in Ibero-American experimental poetry. Eduardo Ledesma analyzes visual, concrete, kinetic, and digital poetry that questions what the “literary” means, what constitutes poetry, and how, if at all, visual and verbal arts should be differentiated. Radical Poetry examines how poets use the latest technologies (cinematography, radio, television, and software) to create poetry that self-consciously interrogates its own form, through close alliances with conceptual and abstract art, performance, photography, film, and new media. To do so, Ledesma draws on pertinent theories of metaphor, affect, time, space, iconicity, and cybernetics. Ledesma shows how José Juan Tablada (Mexico), Joan Salvat-Papasseit (Catalonia), Clemente Padín (Uruguay), Fernando Millán (Spain), Décio Pignatari (Brazil), Ana María Uribe (Argentina), and others turn words, machines, and, more recently, the digital into flesh, making word-objects “come alive” by assembling text to act and seem human, whether on the page, on walls, or on screens. “This book is extraordinary. It is truly original in its conception and deeply grounded in its knowledge, and it communicates a passion for its topics, especially the digital age. This is a major contribution that surely will be a new model for literary critique in these languages.” — Gwen Kirkpatrick, Georgetown University


Gender Hate Online

Gender Hate Online

Author: Debbie Ging

Publisher: Springer

Published: 2019-07-12

Total Pages: 293

ISBN-13: 3319962264

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Gender Hate Online addresses the dynamic nature of misogyny: how it travels, what technological and cultural affordances support or obstruct this and what impact reappropriated expressions of misogyny have in other cultures. It adds significantly to an emergent body of scholarship on this topic by bringing together a variety of theoretical approaches, while also including reflections on the past, present, and future of feminism and its interconnections with technologies and media. It also addresses the fact that most work on this area has been focused on the Global North, by including perspectives from Pakistan, India and Russia as well as intersectional and transcultural analyses. Finally, it addresses ways in which women fight back and reclaim online spaces, offering practical applications as well as critical analyses. This edited collection therefore addresses a substantial gap in scholarship by bringing together a body of work exclusively devoted to this topic. With perspectives from a variety of disciplines and geographic bases, the volume will be of major interest to scholars and students in the fields of gender, new media and hate speech.


Persuasive Technology

Persuasive Technology

Author: Thomas MacTavish

Publisher: Springer

Published: 2015-05-25

Total Pages: 274

ISBN-13: 3319203061

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This book constitutes the refereed proceedings of the 10th International Conference on Persuasive Technology, PERSUASIVE 2015, held in Chicago, IL, USA in June 2015. The 19 revised full papers and 5 revised short papers presented were carefully reviewed and selected from 41 submissions. The papers are grouped in topical sections on understanding individuals, empowering individuals and understanding and empowering communities.